Teamfights per Game
TF/gLoLv0.1.0 · experimental · validated 2026-07-16What it measures
How often this team's games erupt into multi-kill fights — a pace fingerprint.
Formal definition
Detected fight clusters (≥2 kills within the 20s window) ÷ games played.
Inputs
- champion kill events (clustered)
Exclusions
None beyond the standard confidence floor.
Sample & population
- Minimum sample
- 5 games
- Baseline population
- Teams in the same window
- Direction
- neutral
- Unit
- fights/game
Percentile interpretation
Neutral: pace, not quality — read with fight win share.
Confidence = source confidence × model confidence. Values from baseline models are capped at 0.7. Below-minimum samples display the value grayed out with no percentile.
Example
4.2 fights per game marks a brawling identity.
Known limitations
- Clustering constants are versioned; skirmish vs teamfight is a threshold call
- Not yet computed in the preview corpus — definition published ahead of engine support.
Change log
- v0.1.0 · 2026-07-16Initial baseline release